GTC ON-DEMAND

 
SEARCH SESSIONS
SEARCH SESSIONS

Search All
 
Refine Results:
 
Year(s)

SOCIAL MEDIA

EMAIL SUBSCRIPTION

 
 

GTC ON-DEMAND

Presentation
Media
Abstract:

Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the performance of path space filtering, yielding a dramatically better visual quality at interactive frame rates.

Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the performance of path space filtering, yielding a dramatically better visual quality at interactive frame rates.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG925
Download:
Share:
 
Abstract:

We will talk about Q2VKPT, the Vulkan-based renderer for Quake 2 that uses hardware accelerated path tracing and advanced spatiotemporal denoising. We will cover some of the implementation details, including things like importance sampling, lighting, materials, and the denoising filters. In addition, we will discuss the challenges of using a physically based renderer with the assets from a game released over two decades ago.

We will talk about Q2VKPT, the Vulkan-based renderer for Quake 2 that uses hardware accelerated path tracing and advanced spatiotemporal denoising. We will cover some of the implementation details, including things like importance sampling, lighting, materials, and the denoising filters. In addition, we will discuss the challenges of using a physically based renderer with the assets from a game released over two decades ago.

  Back
 
Topics:
Gaming and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S91046
Streaming:
Download:
Share:
 
Abstract:
VXGI is the new real-time dynamic global illumination technology from NVIDIA that can completely change the way that games look. We'll demonstrate the possibilities it provides, describe what is required to use VXGI in a rendering engine, and talk about the basics of the algorithm that is applied to compute indirect illumination, along with the limitations of this algorithm. We'll also show some techniques that you can use with VXGI's custom voxelization and cone tracing shaders.
VXGI is the new real-time dynamic global illumination technology from NVIDIA that can completely change the way that games look. We'll demonstrate the possibilities it provides, describe what is required to use VXGI in a rendering engine, and talk about the basics of the algorithm that is applied to compute indirect illumination, along with the limitations of this algorithm. We'll also show some techniques that you can use with VXGI's custom voxelization and cone tracing shaders.  Back
 
Topics:
Real-Time Graphics, Gaming and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5670
Streaming:
Download:
Share:
 
Abstract:
NVIDIA's GeForce® GTX 900-series GPUs, powered by NVIDIA Maxwell architecture, are the most power-efficient graphics cards on the planet. But Maxwell is also a trove of new and exciting graphics features that can be used to implement effects and techniques not previously possible. In this talk, we'll discuss new functionality enabled by the Maxwell architecture, and examine practical ways to use those features.
NVIDIA's GeForce® GTX 900-series GPUs, powered by NVIDIA Maxwell architecture, are the most power-efficient graphics cards on the planet. But Maxwell is also a trove of new and exciting graphics features that can be used to implement effects and techniques not previously possible. In this talk, we'll discuss new functionality enabled by the Maxwell architecture, and examine practical ways to use those features.  Back
 
Topics:
Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5752
Streaming:
Download:
Share:
 
Abstract:

This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin''s research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.

This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin''s research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.

  Back
 
Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2014
Session ID:
SIG4114
Streaming:
Download:
Share:
 
Abstract:
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.  Back
 
Topics:
Real-Time Graphics, Performance Optimization, Gaming and AI, Mobile Applications
Type:
Talk
Event:
GTC Silicon Valley
Year:
2014
Session ID:
SIG4114
Streaming:
Download:
Share:
 
 
Previous
  • Amazon Web Services
  • IBM
  • Cisco
  • Dell EMC
  • Hewlett Packard Enterprise
  • Inspur
  • Lenovo
  • SenseTime
  • Supermicro Computers
  • Synnex
  • Autodesk
  • HP
  • Linear Technology
  • MSI Computer Corp.
  • OPTIS
  • PNY
  • SK Hynix
  • vmware
  • Abaco Systems
  • Acceleware Ltd.
  • ASUSTeK COMPUTER INC
  • Cray Inc.
  • Exxact Corporation
  • Flanders - Belgium
  • Google Cloud
  • HTC VIVE
  • Liqid
  • MapD
  • Penguin Computing
  • SAP
  • Sugon
  • Twitter
Next